private IEnumerator FireSequence() { yield return(MoveToPosition(startPosition, startSpeed));//Gets into position yield return(new WaitForSeconds(1)); audioManager.Play("Boss3_Indicate", 0.75f, 1.5f); yield return(laserManager.IndicateLaser(1, Quaternion.Euler(0, 0, -90)));//Indicates Attack audioManager.Play("Boss3_Laser", 0.75f, 1.5f); StartCoroutine(laserManager.ShootLaser(Quaternion.Euler(0, 0, -90)));//Shoots and starts to move yield return(MoveToPosition(targetPosition, speedDivision)); Destroy(this.gameObject); }
//Action 1 - Shoot Player public IEnumerator ShootPlayer() { lookAtTarget.isAiming = false; Quaternion angle = lookAtTarget.aimAngle; //Indicate audioManager.Play("Boss3_Indicate"); animator.SetTrigger(BossAnimation.AttackStandard); yield return(laserManager.IndicateLaser(indicateTime, angle)); //Fire audioManager.Play("Boss3_Laser"); animator.SetTrigger(BossAnimation.Fire); yield return(laserManager.ShootLaser(lookAtTarget.aimAngle, stLaser.GetLaser())); DefaultState(); }